Pachinko stand-alone and bonusing game

ABSTRACT

A Pachinko bonus game system for an underlying game machine. The Pachinko bonus game has a playing field with a plurality of rows of pegs. A ball is launched onto the playing field by a launch mechanism when an initiate condition occurs during play of the underlying game. A row of lanes are provided on the playing field. The ball, after traversing among the pegs on the playing field, eventually travels through one of the lanes. At each lane is randomly displayed a bonus payoff value. The lane the ball travels through senses the presence of the ball and the value displayed for that lane is added to the credit meter in the underlying game. The bonus payoff values are randomly changed from game to game which eliminates any mechanical bias present in the Pachinko game. A stand-alone Pachinko game as well as using a Pachinko game as a coin dispenser is also provided.

RELATED INVENTION

[0001] This application claims priority to Provisional PatentApplication, Ser. No. 60/081,724, filed Apr. 14, 1998 and entitled“PACHINKO STAND-ALONE AND BONUSING GAME.”

BACKGROUND OF THE INVENTION

[0002] 1. Field of the Invention

[0003] The present invention relates to Pachinko games and, inparticular, to a Pachinko stand-alone game and to a Pachinko bonus gamefor an underlying game such as a slot machine.

[0004] 2. Statement of the Problem

[0005] Slot machine bonusing features have become popular, and examplesof their success include WHEEL OF GOLD, WHEEL OF FORTUNE, JEOPARDY!,REEL ‘EM IN, PIGGY BANKIN’, and many others. What has been heretoforelacking is a bonus game which utilizes the excitement and dynamicqualities of Pachinko. A need exists to provide a form of Pachinko as abonus game for an underlying game such as a slot machine.

[0006] One problem associated with Pachinko games, in general, is thatwear and tear caused by repeated play causes bias to occur wherein aball may more frequently pass through certain lanes rather than throughother lanes. A need exists to provide random payoffs during the play ofPachinko whether as a bonus game for an underlying game or as astand-alone game despite bias caused by wear and tear.

[0007] U.S. Pat. No. 5,016,879 provides a Pachinko game wherein one of afixed set of scoring value symbols (i.e., the $100, plum and cherrysymbols as shown in FIG. 4) associated with each scoring slot isselectively illuminated for the entire game. A random number generatorhas a plurality of numbers which are assigned to each of the valuesymbols so that at the insertion of a bet, the random number generatoridentifies which of the three possible value symbols will be active ineach scoring slot for that particular game. While this solves theabove-stated need to overcome bias, it limits payoff to a fixed orstatic number of value symbols provided at each slot. Once a set ofvalues are allocated, the random selection merely reassigns theallocated values to new scoring slots in the next game. In order toprovide a higher payoff, the '879 patent provides a “free” game. Ifduring the “free” game the player hits a back-to-back jackpot, then alarge payoff is made. For example, when the player receives three“100s,” the player receives a “free” game. In the “free” game, if theplayer again receives three “100s,” the player wins the large payoff. Aneed exists to provide a Pachinko game that does not provide a staticnumber of payoff value symbols for each slot and also provides a fullrange of higher payoff awards without the requirement of a “free” game.A need also exists to provide displayed payoff values at each lane thatchange during the play of the game.

[0008] Finally, a need also exists to provide additional excitement tothe conventional play of a game such as video poker, slot machines andthe like by providing additional random play in the dispensing ofdifferent values when a winning combination on the game is obtained.

SUMMARY OF THE INVENTION

[0009] 1. Solution to the Problem

[0010] The present invention addresses the aforesaid needs. The Pachinkobonus game of the present invention is placed near an existing slotmachine such as on top of, at the rear of, side-by-side with, or locatednear (such as on a wall). The Pachinko bonus game is started when aninitiation condition such as when a symbol or combination of symbolsalign on the payline of the slot machine. The payoff selection anddisplay on a per game basis is random so that biasing caused by wear andtear is eliminated whether the Pachinko game is played as a bonus gameor as a stand-alone game. The Pachinko game can be used to dispenselarge payoffs periodically as well as smaller payoffs for conventionalwinning combinations of the underlying game. Finally, the payoff valuesdisplayed at the Pachinko game can vary during the play of the game.

[0011] 2. Summary

[0012] The present invention pertains to a Pachinko bonus game systemfor an underlying game machine (such as a slot machine) being played bya player. The underlying game machine has a credit meter. The Pachinkobonus game system provides a playing field wherein the playing field hasa plurality of rows of pegs with each row of pegs staggered from eachadjacent row. A ball is launched onto the playing field by a launchmechanism. The launching or propelling of the ball onto the playingfield occurs when an initiate condition occurs during play of theunderlying game. In the case of a slot machine, the initiate conditioncan be the appearance of a special symbol on the payline. A number ofdifferent initiate conditions can be utilized based upon the underlyinggame. A row of lanes are provided on the playing field. The ball, aftertraversing among the pegs on the playing field, eventually travelsthrough one of the lanes. At each lane is displayed a bonus payoffvalue. The lane the ball travels through senses the presence of the balland the value displayed for that lane is added to the credit meter. Thebonus payoff values are displayed at each lane with a flush mounteddisplay so as not to interfere with or impede the travel of the ballthrough the lane. The bonus payoff values are randomly changed whichwould eliminate any mechanical bias present in the Pachinko game. Thepayoff values can also change during play of the game.

[0013] The Pachinko stand-alone game operates independently of anunderlying game and is conventionally activated by a player to play thegame. However, the playing field, ball, launch mechanism, rows of lanes,and the payoff display are as described above for the Pachinko bonusgame with the exception of the credit meters in the Pachinko stand-alonegame.

[0014] And in yet another embodiment of the present invention, thePachinko game system operates as a payoff dispenser for a conventionalgame.

BRIEF DESCRIPTION OF THE DRAWINGS

[0015]FIG. 1 illustrates the Pachinko bonus game of the presentinvention associated with a slot machine.

[0016]FIG. 2 is a front view of the Pachinko bonus game of the presentinvention.

[0017]FIG. 3 is a front view of a second embodiment of the Pachinkobonus game of the present invention.

[0018]FIG. 4 is a block diagram of the interconnection showing thecomponents of the Pachinko bonus game connected to the slot machine.

[0019]FIG. 5 is an operational flow chart for the Pachinko bonus game ofthe present invention.

[0020]FIG. 6 is a block diagram of the stand-alone Pachinko game of thepresent invention.

[0021]FIG. 7 is an operational flow chart for the stand-alone Pachinkogame of the present invention.

DETAILED DESCRIPTION OF THE INVENTION

[0022] 1. Overview

[0023] In FIG. 1, the system 10 of the present invention is shown toinclude an underlying game such as a conventional slot machine 20modified according to the teachings herein and a Pachinko bonus game 30also modified according to the teachings herein. In FIG. 1, whichrepresents one embodiment of the present invention, the Pachinko bonusgame 30 is vertically mounted at the rear of a slanted slot machine 20.The Pachinko bonus game is located at the slot machine 20. The term “at”includes locating the Pachinko bonus game 30 “at the rear of,” “on topof,” “side-by-side with” or “near” the underlying game 20. Furthermore,one Pachinko bonus game 30 could be used with a number of underlyinggames 20 such as twenty slot machines. In which case, the Pachinko bonusgame would be mounted at a central location such as on a wall above theslot machines. Furthermore, the underlying game 20 can be any suitablegame such as, but not limited to: slot machines, video poker, and otherautomated gaming machines, live-table games, and other games of chance.In the following the configuration of FIG. 1 is used to illustrate theteachings of the present invention. For example, the Pachinko bonus gamecould be located near the slot machine 20, such as mounted on a wall andconnected thereto by a cable.

[0024] The adjacent slot machine 20 functions conventionally when takingwagers, making payments and being played. The slot machine 20 has aconventional credit meter 24 which displays the player's currentcredits. Slot machines 20 are conventional and are made by a number ofdifferent manufacturers. How and in what form (i.e., coin-ins, dollaracceptors, magnetic cards, smart cards, etc.) wagers are placed at theslot machine 20 by a player is immaterial to the teachings of thepresent invention. What is material is that the credit meter 24 of theslot machine 20 is modified to increase when the player wins at thePachinko bonus game 30. In addition, should an initiation conditionarise during play of the slot machines such as a special symbol 26 (orset of symbols) appearing on the payline 22 of the slot machine 20, itautomatically activates the Pachinko bonus game 30 (and deactivates theslot machine 20) so that the player of the slot machine 20 can play thePachinko bonus game 30. Other means to “initiate” the Pachinko bonusgame 30 are possible. The occurrence of a “winning combination” in theunderlying game such as “two cherries” in a slot machine, or“twenty-one” in a blackjack game, or “three twos” in joker poker. Theoccurrence of the player accumulating a predetermined amount of winningsuch as “seventy-seven” dollars (or coins) in the underlying game. Theoccurrence of a symbol such as a “bonus” symbol appearing anywhere inthe window or field of view in a slot machine even if it is not on thepayline or receiving a card in a card game having a bonus symbol on it.The occurrence of an event such as a random signal to participate in thebonus game.

[0025] When utilized as a bonusing mechanism, the preferred Pachinkobonus game 30 embodiment utilizes one ball 220, which is propelled uponto a playing field 200 comprising alternately spaced rows of pegs 210.After traversing the playing field 200, the ball 220 falls through oneof a plurality of chutes or lanes 230 separated by bumpers 240. Theplayer receives an appropriate bonus payoff corresponding to the lane230 the ball 220 travels through. The bonus payoff is credited to theslot game meter 24. The bonus game 30 ends and play reverts to the slotmachine 20. The Pachinko game could also have a separate credit meterwhich is selectively incremented.

[0026] The underlying game could be any suitable game such as, but notlimited to, a live game such as cards, roulette, etc. or a gamingmachine such as slots, joker poker, Pachinko, etc. While the presentinvention uses a single ball, it is to be understood that more than oneball can be launched or that more than one launch could occur duringplay of the game.

[0027] 2. Details of Pachinko Game 30

[0028] In FIG. 2, the Pachinko bonus game 30, in the preferredembodiment, has eight payable lanes 230: L1-L8. Any suitable number oflanes 230 could be used such as but not limited to 6, 10, 13, etc. Thedisplays 250 shows the payoffs in each of the eight lanes to the player.Each payoff display 250 is a digital meter which is flush mounted in thefield 200 so as not to interfere with the ball 220. The displays 250, insome embodiments, may be located in a separate viewing area on thePachinko bonus game 30 although it is preferred to have the displays 250located at (i.e., in, above, or near) the lanes 230 so that a player mayeasily view the bonus payoff for that lane. The display 250 is aconventional digital display such as an LED and it may be circular,square, or any suitable shape or design. It is to be expresslyunderstood that in certain embodiments of the present invention, thedisplay 250 can be simply printed with fixed bonus payout values. Aswill be explained in the following, in the preferred embodiment thedisplays 250 are utilized to display individual payout values 260 foreach lane 230. Furthermore, the actual design of the field 200 for thePachinko bonus game 30, as is conventionally done, varies considerablyfrom manufacturer to manufacturer. While the playing field uses pegs,any suitable deflection device such as pins, bumpers, flippers, etc.could be utilized. Hence, the present invention is not meant to belimited by the design characteristics of the Pachinko game 30.

[0029] In the preferred embodiment, the Pachinko game 30 of FIG. 2becomes activated when an initiation condition occurs in the underlyinggame 20. For example, in FIG. 1, the appearance of a dollar sign 26anywhere on the payline 22 allows the player to play the Pachinko bonusgame 30. Any symbol or combination of symbols may be used to activatethe Pachinko bonus game 30 such as, but not limited to, a graphicPachinko symbol, a four-leaf clover, or the word “bonus.” When thePachinko game is activated, a light and sound campaign can be used tosignal to people in the vicinity of the player's opportunity to play thePachinko bonus game 30. For live games such as cards, the dealer orplayer can activate the game. The player pushes button 28 to activatethe firing mechanism 270 which launches the ball 220 forcefully upwardfrom the bottom and along the side of the machine as shown in area 280and onto the playing field 200. In another design, the ball launch isautomatic and occurs automatically after the initiation conditionoccurs. Assume in FIG. 2, that the ball 200 is directed through lane L6in which case the player receives the payoff 260 displayed in display250 of $80 (or 80 coins). The credit meter 24 of the slot machine 20 isthen incremented by the value of the payoff. The payoff could also bemade in coupons, tickets, free plays, etc. In which case, the creditmeter 24 would not be incremented. It is to be understood that aseparate credit meter, not shown in FIG. 4, but shown in FIG. 6, couldbe utilized to keep track of the bonus payoffs.

[0030] The ball 220 is preferably three-quarters of an inch to one andone-half inch in diameter (i.e. about one inch). For example, in games30 mounted on a wall, the ball 220 and pegs 210 would be scaled up suchas having wider lanes. The pegs 210 are preferably on one and one-halfto two-inch centers and each peg is preferably three-sixteenths an inchin diameter. Each row of pegs 210 is preferably staggered from theadjacent row above and below by one-half the center-to-center distancebetween pegs 210. These dimensions illustrate the present invention andare not meant to limit the teachings thereof. While the presentinvention uses one ball 220 per bonus, it is to be understood that morethan one ball 220 could be used and that more than one ball 220 could besimultaneously or successively launched. Furthermore, the presentinvention is not limited to balls. Any suitable play piece such as, butnot limited to, a disc or token could be utilized.

[0031] It is important to prevent outside influences from affecting theoperation of the Pachinko bonus game 30 such as 1) possible tilting ofthe Pachinko game 30 to coax the ball 220 into desirable lanes 230 and2) possible use of magnets to coax a steel or magnetic ball. Both ofthese concerns are minimized in the present invention by usingconventional leveling sensors and a non-magnetic ball 220. Thealgorithms, methods and display techniques discussed herein also countersuch outside influences. While the use of plastic is preferred, theteachings of the present invention are not limited to plastic and othernon-magnetic materials may be used. Furthermore, the algorithms andmethods contained herein would also apply to conventional steel balls.Hence, the teachings of the present invention are not to be limited touse of either plastic balls or leveling sensors.

[0032] 3. Algorithms

[0033] Algorithms for assigning the bonus game 30 payoff values 260 tothe lanes L1-L8 include, but are not limited to, the following threealgorithms:

Algorithm No. 1

[0034] The slot machine 20 assigns a random payoff value 260 to thebonus game 30, either before or during play, that is independent of theoutcome of the Pachinko action. After the ball 220 travels through alane 230, the predetermined random payoff value 260 assigned by the slotmachine (or any underlying game) is displayed in display 250. Under thisalgorithm, the value of bonus payoffs is not determined by the ball 220play in the Pachinko game.

Algorithm No. 2

[0035] Bonus payoff values 260 are randomly assigned to each lane 230 asa function of time and based upon game play. The value 260 for the bonusgame 30 is determined by the displayed lane value at the time the ball220 passes through a lane 230. This algorithm can either be free running(i.e., continuously) or start when the Pachinko bonus game 30 isactivated. If free running, the cycle time for displaying a set of bonuspayoffs 260 in displays 250 is preferably less than the typical Pachinkobonus game cycle time. For example, if it takes an average five secondsto play the Pachinko bonus game 30, then the display time could be twoseconds. In this example, every two seconds new payoffs 260 would berandomly displayed in displays 250. The display time cannot be too fastsince it must be viewed by a player, nor can it be too slow, if freerunning, since a player could take advantage of high payout values.Under the teachings of the present invention, the display time, T_(D),is preferably less than the game cycle time, T_(G), or T_(D)≦T_(G).

[0036] It is to be understood that the display in each lane could changeat the same time; or the display in each lane could change at staggeredtimes. For example, the first lane at time T₀, the second lane at timeT₀+T_(S), the third lane at time T₀+2T_(S), etc.; where T_(S) is apredetermined stagger time period. This creates a flickering effectwhich is aesthetically pleasing. In yet another embodiment, the time avalue is displayed in a lane is constant (equal), but the frequency ofselection is based upon the weight of the value. These variations forthe display time are discussed in more detail in a later section.

Algorithm No. 3

[0037] Bonus payoff values 260 are assigned and displayed in displays250 to each lane 230 randomly, via a weighted probability pay table, atany time after the bonus game 30 is activated and before the ball 220travels through a lane 230. These bonus payoff values 260 remain fixedand the lane 230 selected by the ball 220 determines the ultimate payoffamount for the bonus game. Algorithm No. 3 is the preferred embodimentfor determining bonus payoff values 260 in that it allows players to seewhat bonus payoffs are possible, and to root for the ball 220 to settleinto lanes 230 with high potential payoffs. It also gives playersreassurance in knowing that no “funny business” is taking place (i.e.,after launch the values 260 are fixed and known to the player, andsubsequently the ball 220—and the ball 220 alone—determines the bonuspayoff 260 the player will receive).

[0038] The above three algorithms are preferred embodiments. Otheralgorithms could be equivalently used under the teachings of the presentinvention.

[0039] 4. Bonus Payoff Values 260 Details Based on Algorithm No. 3.

[0040] Assume the desired average bonus payoff value for the Pachinkobonus game 30 is D units. The term “units” is used to refer to anysuitable bonus payoff form such as monetary value (dollars), numbers ofcoins (number of quarters), tickets, etc. The teachings of the presentinvention are not limited to the form of the bonus payoff. Two preferredmethods are used to determine the payoff.

[0041] Method 1: This method assigns bonus payoff values 260 to eachlane 230 such that the expected value per lane 230 remains at D units,while particular bonus payoff values fluctuate above and below D units.In this fashion, the average value per game still remains at D units,but players experience variety in game play. In Method 1, the averagevalue per game remains equal to D units regardless of any bias which mayexist or which may develop in the Pachinko bonus game 30 toward thelanes 230 and is accomplished in the following manner.

[0042] Let the number of lanes be N_(L) and the number of payoffs forlane l be R_(l). The set of payoffs and their associated weights (i.e.,probabilities) for lane l is P_(l,k) and W_(l,k), where k is an indexassuming values from 1 to R_(l). Let the desired average value for thegame be D. Then for each lane l the expected value becomes:

EV _(l) =Σ _(k)(W _(l,k) ×P _(l,k))≡a constant  FORMULA 1

[0043] where

[0044] EV_(l)=Expected Value for lane l

[0045] P_(l,k)=Set of rewards for lane l

[0046] W_(l,k)=Weights per lane l

[0047] Summing over the game lanes, with unknown probabilities ofoccurrence W_(l), yields the expected value, EV, per game:

EV=Σ _(l)(w _(l) ×EV _(l))=EV _(l) ×Σw _(l) =EV _(l)  FORMULA 2

[0048] Thus EV for the game is simply that of each lane, provided thisis constant (i.e., equal for each-lane). Furthermore, EV is independentof the weights w_(l) of occurrence for each lane. Thus any biasdeveloping through wear and tear which affects the w, has no bearing onEV. With no multiplier (M=1), the solution is EV=D. This is an importantadvantage of the present invention that the bonus payoff values 260 ofthe game are unaffected by physical wear and tear of the associatedhardware. That is, even if the Pachinko bonus game 30 becomes biasedtoward one or more lanes 230, the bonus payoff value 260 of the game isunchanged. Randomness and fairness to the house and to the player ismaintained. In the worst case of bias, the ball would fall through thesame lane, game after yet the value, D, for the game is recovered.

[0049] Assume the Pachinko bonus game 30 has a value, per play, ofEV=D=50 units, then the following is an example of a weighted matrix ofrandom assignments for each lane L1-L8 of FIGS. 1 and 2: TABLE IWeights/Lane Payoff L1 L2 L3 L4 L5 L6 L7 L8 10 0.15 0 0 0.7 0 0 0 0 200.1 0 0 0 0 0 0 0.1 30 0.1 0 0.25 0.1 0.2 0.4 0 0.6 40 0.1 0 0 0 0.2 0.20.5 0 50 0.1 1 0.5 0 0.2 0 0 0 60 0.1 0 0 0 0.2 0 0.5 0 70 0.1 0 0.25 00.2 0.2 0 0 80 0.1 0 0 0 0 0.2 0 0 90 0.15 0 0 0 0 0 0 0 100 0 0 0 0 0 00 0.3 200 0 0 0 0.2 0 0 0 0 50 50 50 50 50 50 50 50 EV

[0050] For example, for lane L4, there is a 70% chance the payoff chosenis 10 units, a 10% chance it is 30 units, and a 20% chance it is 200units. The expected value for lane 4 is therefore0.7×10+0.1×30+0.2×200=50 units, as required. The average bonus payoffvalue for each lane 230 is 50 units. However, the weights and associatedpossible bonus payoffs for each lane can be very different from eachother. Furthermore, not all payoffs need to be possible for each lane,and vice-versa.

[0051] Several examples illustrate the operation of Table I. In thefirst example, assume that the controller (as will be discussedsubsequently) selects the following payoff values for lanes L1-L8 ofFIG. 2: {90, 50, 70, 200, 70, 80, 60, 100} which is shown in FIG. 2. Inthis first example, the controller has selected the highest bonus payoffcombination for each lane which is possible under this method. It isalso possible, under this method and as a second example, that thelowest combination of values could be selected and displayed in lanesL1-L8: {10, 50, 30, 10, 30, 30, 40, 20}. The second example representsthe lowest payoffs that can be selected for each lane. Of course, anyrandom combination of payoffs 260 based upon the percentage weights perlane could be selected by the controller from the payoff values in TableI. It is noted that for lane L2 in Table I, the payoff value of 50 isalways selected. Under the teachings of the present invention any set ofpayoffs are possible such that Formula I is satisfied.

[0052] Further, to add even more randomness, the lanes L1-L8 can berotated from game to game (i.e., the weights for lane 1 may be appliedto lane 2 in the next game, and so forth). The fixed value of 50 forlane L3 in Table I would be the value for lane L4 for the next game, forlane L5 etc. Or, the mapping from Table I for each successive game toactual lanes 230 may be done in a random fashion. The fixed value of 50for lane L3 in Table I would be the value for a randomly selected lanesuch as lane L7 for the next game.

[0053] Note, too, that this algorithm does not require that eachexpected payoff, on a per-game basis, is always exactly D units. Thisvolatility is a further advantage of this approach. For a third example,the lane payoff values are randomly chosen to be: {80, 50, 50, 200, 30,40, 60, 30} for lanes L1 through L8, respectively. The probability ofthis occurring is 0.00012, and the expected value for the bonus game 30is greater than 50 units. However, in the long run, the payoff willaverage D units.

[0054] Table I represents an illustration showing how bonus payoffvalues 260 are randomly selected from a weighted matrix from bonus gameto bonus game. Many other values of combinations are possible which fallwithin the teachings of the present invention. D may be any suitablevalue, the number of lanes L are a design choice, whether the lanesrotate, and the actual payoff values can be tailored to the casino'srequirements. A low value of D, such as D≦5, would generate littleexcitement in playing the Pachinko bonus game 30, while a high value ofD, such as D≧100, would generate higher excitement. Also ofconsideration is how frequently the bonus symbol(s) 26 stop at thepayline 22. The more frequent, then a lower D may be desirable. Thelower the frequency, then a higher D may be desirable. As will bediscussed later, the weighted pay tables are stored in suitable memoryand a random number generator is used to select payoff values from theweighted pay tables for display 250 in each lane L1-L8.

[0055] Method 2: An alternate approach which yields the same expectedvalue EV each game is to randomly select a set of bonus payoff values260 whose average value is D, and then assign each element of this setrandomly to a lane 230.

[0056] For example, consider the following set of lane payoffs L1-L8:{20, 20, 30, 40, 40, 50, 100, 100} with an average value D=50. Each ofthese payoff values 260 are randomly mapped to a lane in a one-to-onefashion, thus ensuring a game of value D. No equipment bias affects theexpected value of the game, through the random assignment of values tolanes from game to game. In choosing different sets of lane payoffs, thevolatility of playing the bonus game 30 may be increased or decreased.

[0057] A modified form of Methods 1 and 2 is to tie into the temporalapproach of Algorithm 2 by randomly varying the lane value 260 as afunction of time, with frequency governed such that the time-averagedvalue is D (e.g., by Table 1 above). This can be done by, e.g., fixingthe time of a reward at T_(D) and selecting based on weight w, or fixingthe selection as the same for all and selecting the period proportionateto weight. Other manifestations are possible. Provided that the period(time between changing values) is shorter than the typical cycle timefor a ball to drop through a lane, but long enough for a player torecognize the present lane value, the game should provide considerableexcitement. This will be discussed later.

[0058] Under the teachings of the present invention, instead of credits,prizes or other types of awards may be provided.

[0059] 5. Lane Multiplier(s) Algorithm

[0060] In addition to the algorithms described above, additional lanesare provided elsewhere on the playing field 200 in an alternateembodiment. Such rows could be added above or below lanes L1-L8. Suchrows are designated areas of the playing field 200 that change thepayoff value. While rows are shown, specific areas could be utilized.Sensors 302 such as trip levers, photodiodes, etc. can sense when theball passes through the designated area.

[0061] Consider the embodiment shown in FIG. 3 in which an additionalrow 300 of lanes L9-L16, positioned midway through the playing field200, is utilized as a multiplier (i.e., M=1×, 2×, 3×, . . . ). The “×”symbol is used in the following as a “multiply sign.” This row containseight lanes also, each mapped in a random fashion to the set {1×, 1×,1×, 1×, 1×, 2×, 2×, 3×} for lanes L9-L16. The multiplier value 260M isdisplayed in flush mounted displays 250M so that a player may easilyview the multipliers assigned to that lane. Each new game results inrandomly selected values for M for each lane. Then the average value ofthe multiplier M is 1.5×. This can be multiplied by the value of D forthe lower lanes L1-L8 to determine the EV for the game as a whole. Towhit,

EV=M×D  FORMULA 3

[0062] Alternately, the values for the multipliers may be chosen in afashion similar to that described in Method 1 above.

[0063] It is to be expressly understood in this embodiment, that anynumber of lanes in row 300 could be utilized to provide themultiplication. Furthermore, one or more of the lanes L9-L16 could be a“lose” lane (i.e., OX) so that when the ball 220 falls through thatlane, the player loses; in which case when the ball 220 continues tofall and travel through on lanes L1-L8, the payoff value is notrecorded. Indeed, passing through a lose lane, in one embodiment, wouldinstantly cause the displays 250 to display “zero” and there could be amultimedia display informing the player and others of the lose. Thelocation and number of the additional lanes L9-L16 is a design choiceand they vary in number and can be placed anywhere in the playing field200 above or below the pay lanes L1-L8. They do not have to be alignedin a row and can be dispersed on the field 200. Indeed, in some designsthe ball 220 may enter a first multiplier lane (e.g., 2×) and then asecond multiplier lane (e.g., 3×) before entering a payoff lane (e.g.,$10—in which case the player receives 2×3×$10=$60). The number of lanes,the position of the lanes, and the number of rows are simply a designchoice and do not depart from the teachings of the present invention.Under the teachings contained herein at least one multiplier area (i.e.,one lane) could be used.

[0064] 6. Lane Addition Algorithm

[0065] The row 300 in another embodiment could be additive, subtractive,or both. For example, lanes L9-L16 could be {1+, 1+, 1+, 1+, 1+, 2+, 2+,3+} mapped in a random fashion where the average addition is A=1.5+. Inanother example, lanes L9-L16 could be {1+, 1+, 1−, 1−, 2+, 2−, 3+, 3−}mapped in a random fashion where the average addition is A=0. Again,only one, more than one, or a number of additive lanes equaling thenumber of payoff lanes could be used. Under the teachings containedherein, at least one addition area (i.e., one lane) could be used.

[0066] 7. Double-or-Nothing Algorithm

[0067] In another embodiment, the player may replay the Pachinko bonusgame as follows.

[0068] The player is given the option to double-or-nothing the bonuspayoff just received such as by re-pushing a button 28 in FIG. 1. Shouldthe player decide to risk the winnings from the prior Pachinko bonusgame, the Pachinko lanes L1-L8 would then be displayed in meters 244with either a “Double” or “Nothing” symbol. By randomly assigning four“Double” symbols and four “Nothing” symbols to the bottom eight lanesL1-L8 prior to re-propelling of the ball 220, the chances are 50/50 forsuccess/failure each game. As before, this will be true despite any lanebias that may be present in the equipment.

[0069] Other variations in this embodiment include triple, quadruple,etc., or nothing. For example, lanes L1-L8 could have the set {0×, 0×,0×, 0×, 0×, 2×, 2×, 4×} randomly mapped to it resulting in an averagemultiplier of M=1.

[0070]8. Payoff Displays

[0071] The displays 250 operate in several different techniques underthe teachings of the present invention. In a first display technique,the displays 250 for all lanes simultaneously display the payoff values260 for the entire game. In a second display technique, the displays 250operate to flicker payoff values at different times during play of thegame displayed, etc. In a third display technique, the time that aparticular payoff value 260 is displayed in a lane 230 is proportionalto the payoff weight so that a two hundred-dollar payoff would have ashorter display time and a ten-dollar payoff would have a faster displaytime.

[0072] Assume the following weighted matrix is used for a given lane 230such as lane #1 in FIG. 2: TABLE II Payoff Value Weights 20 0.5 30 0.370 0.2

[0073] The EV for the lane=20×0.5+30×0.3+70×0.2=33. This example will beused to illustrate the following three display techniques for a Pachinkogame that lasts ten seconds (i.e., the average length of time it takesthe ball 220 to settle in a lane 230 after it is propelled up).

[0074] The first display technique under the present invention is toassociate the weights with the selection of the lane values (probabilityof selection proportional to weight) and keep the lane value fixed anddisplayed for a time equal to the entire Pachinko game. Thus, in thegame, there is a 50% chance that the lane #1 value would be 20, a 30%chance it would be 30, and a 20% chance it would be 70. Once a weightedvalue is randomly selected, it would remain displayed 250 at itsselected value for the duration of the game (i.e., ten seconds).

[0075] A second technique is to associate the weights with the selectionof the lane values (probability of selection proportional to weight),thereafter keeping the lane value fixed and displayed for apredetermined period of time, T_(D) such as two seconds. Assume that asthe ball 220 is shot up, the lane value selection by the system of thepresent invention immediately begins. Then, for lane #1 value, there isa 50% chance that the lane value would be 20, a 30% chance it would be30, and a 20% chance it would be 70. This value (whether 20, 30, or 70)would remain associated with lane #1 for two seconds. Thereafter, forthe second lane #1 value selected, there is again a 50% chance that thelane value would be 20, a 30% chance it would be 30, and a 20% chance itwould be 70. The second randomly chosen value again remains associatedwith lane #1 for two seconds, and so forth, until the ball ultimatelysettles in a lane. Table III shows the changing of the displayed valueevery two seconds for the ten second duration of the game: TABLE IIISelected Probability of Display Time Total Time Payoff Value SelectionPeriod Elapsed 20 0.5 2 sec 2 sec 70 0.2 2 sec 4 sec 20 0.5 2 sec 6 sec20 0.5 2 sec 8 sec 30 0.3 2 sec 10 sec 

[0076] The display time period, T_(D), can be the same for all lanes, orT_(D) may be fixed but different for each lane (e.g., lane #1 may bevarying with period two seconds while lane #6 may be varying with aperiod of one second). Furthermore, if T_(D) is the same for all lanes,then they may all change simultaneously (i.e., lane selection begins atidentical times for all lanes) or at staggered times (i.e., laneselection begins at offset times for different lanes). If T_(D) ischosen to be greater than the game time, this defaults to the firsttechnique discussed above in that the lane values are fixed for theduration of a game.

[0077] The first two techniques described above have the probability oflane value selection proportional to weight, and the display time periodT_(D) constant or equal.

[0078] A third technique is to associate the weights with the selectionof the time T_(D) that a lane value is displayed, with probability ofselection constant or equal. This represents an opposite approach tothat described above but retains the expected value EV. Then, for thefirst lane #1 value, there is a 1/3 chance that the lane value would be20, a 1/3 chance it would be 30, and a 1/3 chance it would be 70. Thetime T_(D) that the lane value is displayed in display 250 in lane #1 isproportional to the weight. Thus, taking the constant of proportionalityto be, say, 4 seconds. If the lane value chosen is 20, it will remaindisplayed for T_(D)=0.5×4=2 seconds; if it is 30, it will remain so forT_(D)=0.3×4=1.2 seconds; if it is 70, it will remain so forT_(D)=0.2×4=0.8 seconds. After the display time interval T_(D) (whateverits value), the process repeats: for the second lane #1 value, there isa 1/3 chance that the lane value would be 20 (with duration 2 seconds),a 1/3 chance it would be 30 (with duration 1.2 seconds), and a 1/3chance it would be 70 (with duration 0.8 seconds), and so forth. TableIV shows the changing of the displayed value according to the thirdtechnique: TABLE IV Selected Probability of Display Total Time PayoffValue Selection Time Period Elapsed 30 0.3333 1.2 sec 1.2 sec 20 0.33332 sec 3.2 sec 20 0.3333 2 sec 5.2 sec 70 0.3333 0.8 sec 6 sec 30 0.33331.2 sec 7.2 sec 70 0.3333 0.8 sec 8 sec 20 0.3333 2 sec 10 sec

[0079] The three techniques given above represent limiting cases.Solutions representing mixtures of these three techniques are alsopossible, in which a hybrid algorithm utilizes the weights both forvalue and time selection.

[0080] Finally, the weights assigned to payoffs need not sum to 1. Ifthey don't sum to one, then they can be renormalized so that they do. Inother words, they are mathematically equivalent. E.g., in the exampleabove, the weights may be given as: TABLE V Payoff Value Weights 20 1 300.6 70 0.4

[0081] The sum of these weights is 2, thus the renormalization factor is½. In other words, multiplying each of the weights by ½ gives us anequivalent weighted matrix as before.

[0082] It is to be expressly understood that the example set forth inTable II above is only used to illustrate the three display techniquesdiscussed above and the values chosen are not meant to limit theteachings contained herein. Any set of payoff values and any set ofweights could be utilized so that displays 250 of payoff values 260 areobservable by players playing the game of the present invention.

[0083] The display techniques discussed above can be incorporatedindividually (or as discussed mixed together) into the Pachinko bonusgame or the Pachinko stand-alone game of the present invention. Finally,and as discussed elsewhere, the examples above are not to be limited topayoffs values as other payoffs could be given, or to a game time of tenseconds since any suitable game time could be used, or to a single ball220 game as any number of balls 220 could be used (i.e., two or moreballs launched or two or more separate launches), etc.

[0084] 9. Stand-alone Pachinko Game

[0085] The algorithms, methods and display techniques of the presentinvention can also be employed if the Pachinko game is a stand-alonemachine. In this case, however, some of the payoff values are net losersbased on coin-in. To encourage variety in the lane payoff values, and toallow for a variety of house advantages, Method 1 coupled with eitherAlgorithm No. 2 or Algorithm No. 3 is preferred in this case.

[0086] Consider a stand-alone five-coin Pachinko game with a desiredhouse advantage. Assume the multiplier value is fixed at M=1×. To obtaina payoff value of D=4.5, the following is an example: TABLE VI WeightsPayoff L1 L2 L3 L4 L5 L6 L7 L8 0 0.2 0.2 0 0.855 0.955 0.55 0 0.5 1 0.20 0 0 0 0 0 0 2 0.1 0 0 0 0 0 0 0 3 0.1 0 0 0 0 0 0.1 0 4 0.2 0.5 0.5 00 0 0.3 0 5 0.1 0.1 0.5 0 0 0 0.6 0.1 10 0 0.2 0 0.1 0 0.45 0 0.4 25 0.10 0 0.04 0 0 0 0 100 0 0 0 0 0.045 0 0 0 500 0 0 0 0.005 0 0 0 0 4.5 4.54.5 4.5 4.5 4.5 4.5 4.5 EV

[0087] As before, the value for each lane 230 is chosen randomly by acontroller and displayed in displays 250, with weights according toTable II above. In so doing, any equipment bias in the stand-alonePachinko game is nullified with respect to house advantage. In theexample above, lane 5 will have a value of 100 coins 4.5% of the time. A500-coin payoff in lane 4 will appear once every 200 games.

[0088] These payoffs are merely exemplary and can, of course, bemodified to the particular design. Table II does demonstrate, however,the mechanism whereby large “jackpot” values will periodically appear aspossible payoffs and wherein the payoff values 260 in displays 250 arerandomly changed from game to game.

[0089] These large jackpots can also arise from the use of multiple rowsof lanes possibly including multipliers, additions, etc.

[0090] 10. Bonus Game Hardware Configuration

[0091]FIG. 4 sets forth the details of the interconnection between theslot machine 20 and the Pachinko bonus game 30 of the present invention.The slot machine 20, as mentioned, may be any one of a large number ofdifferent slot machines from a wide variety of manufacturers. Modem slotmachines 20 typically have reels 40A, 40B, and 40C which may bemechanical or electronic. However, any number of reels could be used.For example, the slot machine 20 may be played on a CRT screen. Thedesign and operation of a slot machine 20 are well known. Under theteachings of the present invention, as shown in FIG. 1, a special symbolor symbols 26 is added to the control software for the slot machinecontroller 400 and to the reels 40A, 40B, and 40C. As discussed, thepresent invention is not limited to this one approach to “initiation” ofthe bonus game 30. The controller 400 is conventionally amicroprocessor-based computer. When the special symbol or symbols 26appears on the payline 22 of reels 40A, 40B, and 40C, as functionallyrepresented by line 402, the controller 400 pauses or deactivates theslot machine game and delivers a communication over line 404 to acommunication port 410 for delivery over lines 412 to a communicationport 420 in Pachinko bonus game 30. This communication over lines 412 isan activation signal to activate the Pachinko bonus game 30. ThePachinko game controller 430 upon receipt of the activation signalinitiates over lines 432 a multimedia display 440 on or near thePachinko bonus game 30 which may be comprised of sounds (such as wordsand/or music), signage (such as a digital display announcing a bonusgame), or graphics (such as a moving ball). The use of a multimediadisplay 440 is optional under the teachings of the present invention butis preferred and may encompass any of a wide variety of multimediapresentations.

[0092] The Pachinko game controller 430, in response to the activationsignal received on lines 422 and the activation of button 28 by theplayer enables the launch ball mechanism 450 over line 434 to launch theball 220 onto the field 200. Under alternate embodiments, the launchball mechanism may be mechanically activated by a player such as byconventionally pulling back on a pull rod which is then released topropel the ball up chute 280 and into the playing field 200. Or, inother embodiments, a mechanical ball launcher 450 is used and if theplayer does not launch the ball within a predetermined time period, suchas five seconds, the Pachinko game controller 430 automatically launchesthe ball. The Pachinko game controller 430, in response to theactivation signal over lines 422, selects a set of payoff values 260 fordelivery over lines 436 into the displays 250. Several approaches fordetermining what payoff values 260 are to be displayed have beendiscussed above. The Pachinko game controller 430 is suitably programmedand works with a random number generator 460 which may be a separatechip or software embedded in the Pachinko game controller 430 torandomly select payoff values from a table in memory 480 over lines 482such as set forth in Table I and to display 250 the selected values 260according to the display technique used. For example, under the firsttechnique, the payoff values randomly selected are displayed for thegame. When displays 250 start displaying values could be at any suitabletime before the ball 220 travels through a lane 230 (e.g., upon launch,a fixed time after launch, etc.) For example, under the second technique(e.g., Table III, the displays 250 display new random payoff valuesevery display time, T_(D), such as every two seconds. The timing forthis is conventionally obtained in controller 430. Finally, under thethird technique (e.g., Table IV) the display T_(D) varies in each lanebased upon the weight of the payoff. All of these display times can beprogrammed into the controller 430 based upon the teachings containedherein.

[0093] After the ball 220 is propelled by the launch ball mechanism 450,the ball, after a period of time, travels through one lane 230. In FIG.4, the ball 220 is shown passing through lane L2. Each lane 230 has asensor 470 which senses the presence of the ball 220. For example, for anylon ball 220, a suitable sensor is an infrared sensor or a diodeswitch flush mounted to field 200. The sensor 470 issues a signal onlines 472 back to the Pachinko game controller 430. In the preferredembodiment, each sensor 470 has an individual line 472 to the Pachinkogame controller 430. Hence, the Pachinko game controller 430 knows whichlane the ball 220 has fallen through and, therefore, the Pachinko gamecontroller 430 knows which payoff value (in the example of FIG. 4, $50or fifty coins) is to be awarded the player. The same type of hardwarecould be used to sense the presence of the ball 270 in a special changevalue area (such as area 300) with sensors 302 also connected tocontroller 430. The Pachinko game controller 430 then communicates withslot machine controller 400 through the communication ports 410 and 420with the payout value 260 information so that the slot machinecontroller 400 can increment the credit meter 24 in the slot machine 20with the payoff value 260 (for example $50).

[0094] It is to be expressly understood that a number of differentdesigns could be implemented under the teachings of the presentinvention. For example, one skilled in the art could remove the randomnumber generator 460 and the Pachinko game controller 430 as well as thecommunication ports 410 and 420, and have the connections 436, 472, 432,and 434 delivered directly into and under control of the slot machinecontroller 400.

[0095] The field 200 may have any number of recessed lights, lighteddesigns, and/or sound effects commonly found in Pachinko and pinballgames which are not shown and which are controlled by Pachinko gamecontroller 430.

[0096] 11. Operation

[0097] In FIG. 5, operation of the present invention is set forth usingthe Pachinko game as a bonus game. In reference to FIG. 4, the slotmachine 20 is conventionally played in stage 500. When a bonus symbol 26appears on payline 22 in stage 510 (or other “initiation”), thecontroller 410 sends an activation signal to Pachinko game controller430. Stage 520 is then entered. The Pachinko game controller 430, asdiscussed, selects random payoffs 260 in stage 530 based upon the randomnumber generator 460 and the payoff table stored in memory 480 and instage 540 displays them in displays 250. In stage 550, the bonus game isactivated with the Pachinko game controller 430 activating launch ballmechanism 450. This corresponds to the first display technique.

[0098] It is to be expressly understood that the order of stages 530,540, and 550 can vary based upon algorithm, the method, and the displaytechnique being used as discussed above as well as other designconsiderations. The launch ball mechanism 450 is activated in stage 550and play is done when the ball 220, as shown in FIG. 4, is sensed by oneof the sensors 470. If too much time elapses, and the ball 220 is notsensed after launch, an error stage 570 may be entered. When the ball220 is sensed in a lane 230 in stage 560, then in stage 580, thePachinko game controller 430 determines the value of the payoff assignedfor the lane, delivers that information to controller 400 which thenincrements the credit meter 24 in stage 590. In stage 592, the Pachinkogame controller 430 may cause a multimedia display 440 to occur basedupon the win received by the player. After which, play is resumed at theslot machine 20 in stage 500 and the process repeats.

[0099] In summary, a method for playing a Pachinko game modifiedaccording to the teachings herein is disclosed. The method of thepresent invention utilizes a payoff table such as a weighted payofftable to randomly select a payoff value for each of the payoff lanes.There is no limitation on the number of payoff values that can be used.The selected random payoff values are displayed one at each of theplurality of payoff lanes before or after a playing piece is deliveredonto the playing field. Delivery could be launching sand propelling asfully discussed above where the ball is forcefully delivered onto theplaying field. Delivery could also be inserting the ball through aspecific opening and letting gravity cause the ball to fall as shown inU.S. Pat. No. 5,016,879. The playing piece traverses through a pluralityof deflection devices until it travels through one of the payoff lanes.The payoff which is displayed at the payoff lane the playing piecetravels through is issued. Under one method of the present invention,the weighted payoff matrix can have any number of possible values, eachwith an associated weight. Through use of a matrix payoff table, asfully discussed above, large “jackpot” payoffs periodically occur. Thisoccurs because the expected values are constant over a number of games.

[0100] The selection and display of the random payoff values in each ofthe plurality of lanes, as discussed above, can occur according to anumber of different embodiments under the teachings of the presentinvention. The display of payoff values can start upon the occurrence ofa game event such as the start of the game, reception of a wager,launching of the ball, or any event during the game.

[0101] 12. Stand-alone Pachinko Game

[0102] In FIG. 6 and 7, the details of the stand-alone Pachinko game 30is shown. Where possible, like numbers are utilized which refer toearlier discussed structure and functions.

[0103] In FIG. 6, the hardware configuration for the stand-alonePachinko game 30 is shown. This corresponds to the hardwareconfiguration for the Pachinko bonus game shown in FIG. 6. However, anactivation circuit 600 is shown which activates the controller 430 inthe manner discussed above. In all other aspects, the hardwareconfiguration for the stand-alone Pachinko game 30 of FIG. 6 correspondsto the discussion of FIG. 4 for the Pachinko bonus game. However, theactivation circuit 600 constitutes any suitable activationconventionally used for a casino game such as receiving monetary valuein the form of a wager (bill acceptor, coin in, etc.) and an activationsignal from the player such as a start button, pulling of a handle,touching of an icon on a screen, etc. In addition, a credit meter 610 isprovided in the stand-alone Pachinko game as shown by display 610 whichdirectly communicates with the controller 430 over lines 612. In theevent the player wins, the credits 610 are appropriately incremented. Inthe case a player loses, the credits 610 are appropriately decremented.

[0104] Likewise, in FIG. 7, the functional flow chart of the stand-alonePachinko game 30 is set forth. This corresponds substantially to FIG. 5.Here when the payoff occurs in stage 580, the credit meter 610 of FIG. 6is appropriately incremented or decremented.

[0105] 13. Payoff Dispensing Mechanism

[0106] In yet another alternate approach to the teachings of the presentinvention, Pachinko game 30 of the present invention can utilize as apayoff dispensing mechanism. Formula 1 sets forth an overall payoffvalue of D as the expected value, EV.

[0107] It is well known in conventional game play for an underlyingcasino machine 20, that payoffs are commonly given. These payoffs aretypically shown as printed charts actually on the machine. For example,in the case of the slot machine 20 and three double bars, the payoffprinted on the chart may be twenty dollars. A player receiving a winningcombination for the underlying casino gaming machine 20 is assured ofreceiving the printed payoff value. Under the teachings of the presentinvention, whenever a winning combination is obtained by a player at theunderlying gaming machine 20, the Pachinko game 30 automatically isactivated to allow the player the opportunity to receive more or lessthan the printed payoff value. In other words, the Pachinko bonus gameof the present invention acts as a payoff-dispensing machine. From thecasino operator's point of view, under Formula 1, the casino still paysthe printed payout values. However, from the viewpoint of the player, asignificant and additional level of excitement and further game play ispresent in watching the Pachinko game operate to dispense payoff whichmay be more or less than the stated printed payoffs. In some embodimentsof this modification of the present invention, a player may have theoption to take the printed payoff value or to play automatically for thehigher or lower value.

[0108] 14. Fixed Payoff Embodiment

[0109] The disclosed Pachinko bonus game and/or the stand-alone Pachinkogame discussed above, in this embodiment, provides fixed payoff values260 for lanes L1-L8 which could be printed at each lane or displayed indisplays 250. Hence, the payoff values remain the same fromgame-to-game. Of course, this embodiment is subject to mechanical bias.

[0110] The above disclosure sets forth a number of embodiments of thepresent invention. Those skilled in this art will however appreciatethat other arrangements or embodiments, not precisely set forth, couldbe practiced under the teachings of the present invention and that thescope of this invention should only be limited by the scope of thefollowing claims.

We claim:
 1. A Pachinko bonus game for an underlying game machine playedby a player, said underlying game machine having a credit meter, saidPachinko bonus game comprising: a playing field, said playing fieldhaving a plurality of deflection devices; a play piece; a launchmechanism, said launch mechanism propelling said play piece onto saidplaying field when an initiate condition occurs during the play of saidunderlying game; lanes on said playing field, said play piece aftertraversing said plurality of deflection devices in said playing fieldtraveling through one of said lanes; randomly selected bonus payoffvalues; a bonus payoff display at each of said plurality of lanes onsaid playing field for displaying one of said randomly selected bonuspayoff values; said credit meter at said underlying game incremented bythe amount of the bonus payoff value on said bonus payoff display atsaid lane said play piece traveled through.
 2. The Pachinko bonus gameof claim 1 wherein said initiate condition is a random event.
 3. ThePachinko bonus game of claim 1 wherein said Pachinko bonus game has acredit meter, the aforesaid credit meter incremented by the amount ofsaid bonus payoff value.
 4. The Pachinko bonus game of claim 1 whereinsaid randomly selected bonus payoff values are the same so that theamount said credit meter is incremented is independent of which lanesaid play piece travels through.
 5. The Pachinko bonus game of claim Iwherein said randomly selected bonus payoff values change in said bonuspayoff displays according to: T _(D) ≦T _(G) where T_(D)=display time,T_(G)=Pachinko game cycle time
 6. The Pachinko bonus game of claim 5wherein all said randomly selected bonus payoff values change in saidbonus payoff displays at the same time, T_(D).
 7. The Pachinko bonusgame of claim 5 wherein said randomly selected bonus payoff valueschange in said bonus payoff displays at staggered times.
 8. The Pachinkobonus game of claim 1 wherein said randomly selected bonus payoff valuesin said bonus payoff displays are randomly selected from a weightedprobability pay table after said initiate condition occurs and beforesaid play piece travels through said lane.
 9. The Pachinko bonus game ofclaim 8 wherein the weighted probability pay table is based upon: EV_(l)=Σ_(k)(W _(l,k) ×P _(l,k))≡a constant where EV_(l)=Expected Valuefor lane l of said lanes, P_(l,k)=Set of payoff values for lane l ofsaid lanes, W_(l,k)=Weights associated with the payoff values per saidlane l and wherein the EV_(l) for each of said lanes is constant so asto eliminate any bias in said Pachinko bonus game system.
 10. ThePachinko bonus game of claim 1 wherein the time a bonus payoff value isdisplayed in a bonus payoff display is proportional to the weight of theaforesaid bonus payoff value.
 11. The Pachinko bonus game of claim 1wherein the time a bonus payoff value is displayed in a bonus payoffdisplay is constant and said bonus payoff value is proportional to itsweight.
 12. The Pachinko bonus game of claim 1 wherein said randomlyselected bonus payoff values are moved to another lane whenever newbonus payoff values are randomly selected.
 13. The Pachinko bonus gameof claim 12 wherein said movement to another lane is rotation so thatwith each new random selection the bonus payoff values are moved to theadjacent lanes.
 14. The Pachinko bonus game of claim 12 wherein saidmovement to another lane is random.
 15. The Pachinko bonus game of claim1 wherein said underlying game machine is a slot machine, said slotmachine having a plurality of reels and a payline.
 16. The Pachinkobonus game of claim 15 wherein said initiate condition occurs when abonus game symbol appears on said payline during the play of said slotmachine game.
 17. The Pachinko bonus game of claim 1 wherein saidinitiate condition is an accumulated value based upon said play of saidunderlying game machine.
 18. The Pachinko bonus game of claim 1 whereinsaid play piece is non-metallic.
 19. The Pachinko bonus game of claim 1wherein said play piece is about one inch in diameter.
 20. The Pachinkobonus game of claim 1 wherein the playing field is oriented verticallyat said slot machine.
 21. The Pachinko bonus game of claim 1 whereinsaid launch mechanism automatically propels said play piece when saidbonus game symbol appears on said payline.
 22. The Pachinko bonus gameof claim 1 wherein said launch mechanism is activated by said player.23. The Pachinko bonus game of claim 1 wherein each bonus payoff displayis flush mounted on said playing field in each said lane so as not tointerfere with the movement of said play piece.
 24. The Pachinko bonusgame of claim 1 further comprising: a play piece sensor in each of saidlanes; a controller, said controller in response to said bonus gamesignal appearing on said payline of said slot machine (1) randomlyselecting said bonus payoff values for display in said bonus payoffdisplays, (2) activating said launch mechanism, (3) receiving a signalfrom the sensor at said lane said play piece traveled through, and (4)communicating to the slot machine said amount of the bonus payoff valuedisplayed at the aforesaid lane so that said credit meter is incrementedby said amount.
 25. The Pachinko bonus game of claim 24 wherein saidcontroller is located in said bonus game system.
 26. The Pachinko bonusgame of claim 24 wherein said controller is located in said slotmachine.
 27. The Pachinko bonus game of claim 1 further comprising: aswitch, said switch when activated issuing a signal; said launchmechanism re-propelling said play piece when said signal is issued fromsaid switch during a predetermined time frame after said play piecetravels through said one lane; said displays randomly displaying“double” or “nothing” messages; said credit meter at said underlyinggame changing in accordance with the message displayed at the lane there-propelled play piece travels through.
 28. The Pachinko bonus game ofclaim 1 further comprising at least one additional area above and/orbelow each of said lanes having a bonus function value display, whensaid play piece travels through said area, said displayed bonus functionvalue affecting said bonus payoff value.
 29. The Pachinko bonus game ofclaim 28 wherein said bonus function values are multipliers.
 30. ThePachinko bonus game of claim 28 wherein said bonus function values areadditive.
 31. A bonus game system comprising: a slot machine, said slotmachine having a credit meter; a Pachinko game located at said slotmachine, said Pachinko game having: (a) a playing field, said playingfield having a plurality of deflection devices; (b) a play piece; (c) alaunch mechanism, said launch mechanism propelling said play piece ontosaid playing field when an initiate condition occurs during the play ofsaid slot machine; (d) lanes on said playing field, said play pieceafter traversing said plurality of deflection devices in the playingfield traveling through one of said lanes; (e) a bonus payoff display ateach of said plurality of lanes on said playing field; said credit meterat said slot machine incremented by the amount of the bonus payoff valueon said display at said lane said play piece traveled through.
 32. Thebonus game of claim 31 wherein said initiate condition is a randomevent.
 33. The bonus game of claim 31 wherein said bonus game has acredit meter, the aforesaid credit meter incremented by the amount ofsaid bonus payoff value.
 34. The bonus game system of claim 31 whereinsaid slot machine further comprises a plurality of reels, a window oversaid plurality of reels, and a payline through said window.
 35. Thebonus game system of claim 34 wherein said initiate condition is atleast one symbol appearing on said payline during play of said slotmachine.
 36. The bonus game system of claim 34 wherein said initiatecondition is at least one symbol appearing in said window during play ofsaid slot machine.
 37. The bonus game system of claim 31 wherein saidinitiate condition is an accumulated value based upon said play of saidslot machine.
 38. A Pachinko game comprising: a playing field, saidplaying field having a plurality of deflection devices; a play piece; alaunch mechanism, said launch mechanism propelling said play piece ontosaid playing field; lanes on said playing field, said play piece aftertraversing said plurality of deflection devices in the playing fieldtraveling through one of said lanes; a payoff display at each of saidplurality of lanes on said playing field; a credit meter incremented bythe amount of the payoff value on said display at said lane said playpiece traveled through; a play piece sensor in each of said lanes; acontroller, said controller (1) randomly selecting said payoff valuesfrom a pay table for display in said payoff displays, (2) activatingsaid launch mechanism, (3) receiving a signal from the sensor at saidlane said play piece traveled through, and (4) incrementing said creditmeter by said amount.
 39. The Pachinko game of claim 38 wherein saidlaunch mechanism is randomly initiated.
 40. The Pachinko game of claim38 wherein said randomly selected payoff values are the same so that theamount said credit meter is incremented is independent of which lanesaid play piece travels through.
 41. The Pachinko game of claim 38wherein said randomly selected payoff values change in said payoffdisplays according to: T _(D) ≦T _(G) where T_(D)=display time,T_(G)=Pachinko game cycle time
 42. The Pachinko game of claim 38 whereinsaid randomly selected payoff values in said payoff displays arerandomly selected from a weighted probability pay table after saidinitiate condition occurs and before said play piece travels throughsaid lane.
 43. The Pachinko game of claim 42 wherein the weightedprobability pay table is based upon: EV _(l)=Σ_(k)(W _(l,k) ×P _(l,k))≡aconstant where EV_(l)=Expected Value for lane l of said lanes,P_(l,k)=Set of payoff values for lane l of said lanes, W_(l,k)=Weightsassociated with payoff values per said lane l and wherein the EV_(l) foreach of said lanes is constant so as to eliminate any bias in saidPachinko game system.
 44. The Pachinko game of claim 38 wherein the timea payoff value is displayed in a payoff display is proportional to theweight associated with the aforesaid payoff value.
 45. The Pachinko gameof claim 38 wherein said randomly selected payoff values are moved toanother lane with each new random selection.
 46. The Pachinko game ofclaim 45 wherein said movement to another lane is rotation so that witheach random selection the payoff values are moved to the adjacent lanes.47. The Pachinko game of claim 46 wherein said movement to another laneis random.
 48. The Pachinko game of claim 38 wherein said play piece isnon-metallic.
 49. The Pachinko game of claim 38 wherein said play pieceis about one inch in diameter.
 50. The Pachinko game of claim 38 whereineach payoff display is flush mounted on said playing field in each saidlane so as not to interfere with the movement of said play piece.
 51. APachinko payoff dispensing system for an underlying game machine playedby a player, said Pachinko payoff dispensing system comprising: aplaying field, said playing field having a plurality of deflectiondevices; a play piece; a launch mechanism, said launch mechanismpropelling said play piece onto said playing field when a payoff occursbased upon an initiate condition in said underlying game; lanes on saidplaying field, said play piece after traversing said plurality ofdeflection devices in field traveling through one of said lanes; apayoff display at each of said plurality of lanes on said playing field;a random set of values for said displays in a pay table based upon EV=Σ_(k)(W _(l,k) ×P _(l,k))=D,  where EV_(l)=Expected Value for lane l ofsaid lane, P_(l,k)=Set of values for lane l W_(l,k)=Weights associatedwith values per lane l D=Said Payoff a credit meter, said credit meterincremented by the amount of the value on said display at said lane saidplay piece traveled through.
 52. The Pachinko payoff dispensing systemof claim 51 wherein said initiate condition is a random event.
 53. ThePachinko payoff dispensing system of claim 51 wherein said credit meteris at said underlying game.
 54. A Pachinko bonus game for an underlyinggame machine played by a player, said underlying game machine having acredit meter, said Pachinko bonus game comprising: a playing field, saidplaying field having a plurality of deflection devices; a play piece; alaunch mechanism, said launch mechanism propelling said play piece ontosaid playing field when an initiate condition occurs during the play ofsaid underlying game; lanes on said playing field, said play piece aftertraversing said plurality of deflection devices in said playing fieldtraveling through one of said lanes; fixed bonus payoff values at eachof said plurality of lanes on said playing field; said credit meter atsaid underlying game incremented by the amount of the bonus payoff valueat said lane said play piece traveled through.
 55. A Pachinko gamecomprising: a playing field, said playing field having a plurality ofdeflection devices; a play piece; a launch mechanism, said launchmechanism propelling said play piece onto said playing field; lanes onsaid playing field, said play piece after traversing said plurality ofdeflection devices in field traveling through one of said lanes; a fixedpayoff value at each of said plurality of lanes on said playing field; acredit meter incremented by the amount of the fixed payoff value at saidlane said play piece traveled through; a play piece sensor in each ofsaid lanes; a controller, said controller (1) activating said launchmechanism, (2) receiving a signal from the sensor at said lane said playpiece traveled through, and (3) incrementing said credit meter by saidamount.
 56. A method for playing a game comprising the steps of:selecting a random payoff value from a pay table for each of a pluralityof payoff lanes; displaying the selected random payoff value at each ofthe plurality of payoff lanes for a display time, T_(D); delivering aplaying piece onto a playing field having a plurality of deflectiondevices; the playing piece travelling through the plurality ofdeflection devices into one of the plurality of payoff lanes; andissuing the payoff displayed at the payoff lane the playing piecetraveled through.
 57. The method of claim 56 wherein the pay table is aweighted probability pay table based on: EV=Σ _(k)(W _(l,k) ×P _(l,k))=Dwhere EV_(l)=Expected Value for lane l of said plurality of lanesP_(l,k)=Set of payoffs for lane l W_(l,k)=Weights associated with saidpayoffs per lane l D=Said selected payoff
 58. The method of claim 56wherein the display time, T_(D), is the same for each of the pluralityof payoff lanes.
 59. The method of claim 58 wherein the payoff valuesare chosen proportional to weight.
 60. The method of claim 56 whereinthe display time, T_(D), is different for each of the plurality ofpayoff lanes.
 61. The method of claim 60 wherein the display time,T_(D), is staggered for each payoff lane.
 62. The method of claim 60wherein the display time, T_(D), is proportional to the weight of thepayoff value being displayed in each payoff lane.
 63. The method ofclaim 62 wherein the probability of selecting the payoff values isconstant.
 64. The method of claim 56 wherein the display time, T_(D), isbased upon a game event.
 65. A method for playing a game comprising thesteps of: selecting a random payoff value from a pay table for each of aplurality of payoff lanes; displaying the selected random payoff valueat each of the plurality of payoff lanes; delivering a playing pieceonto a playing field having a plurality of deflection devices; sensingwhen the playing piece travels through a designated area of the playingfield, the designated area having a change value associated therewith;the playing piece travelling into one of the plurality of payoff lanes;changing the payoff displayed at the payoff lane the playing piecetraveled through by the change value in response to the step of sensing;and issuing the changed payoff.
 66. The method of claim 65 wherein thechange value is a multiplier.
 67. The method of claim 65 wherein thechange value is addition.
 68. The method of claim 65 wherein the changevalue is double or nothing.